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Skarner
Build Guide by brkl789

This build has been archived and is for historical display only.

PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.

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Introduction - About Skarner

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Hi guys. Welcome to my 3rd guide here on mobafire, this time for SKARNER. I'm BroxXx95 and I play on EUW. In this guide I'll show you a few ways for playing Skarner, based on my current knowledge about him.spacespace
I played Skarner since the day he was out. True, I was playing for about few months and I didn't have much experience with this game, but I learned to jungle with him. He has quite fast jungling speed and can gank successfully even before level 6. Some people may say that he is boring, but I disagree with them. Skarner is fun champion to play with since he constantly spams his Crystal Slash during fights and he can even pull enemy into your team. Plus, he can be built in many different ways, depending on what your team needs!spaceHere's Skarner's lore for those who are interested in it.

Skarner's lore

Centuries ago, there lived a race of creatures as ferocious as they were wise. The brackern were unusual beings blessed with the earth's primal magic, embodied in the form of crystals. Their kind knew of an arcane ritual to bind their life's essence to a crystal, communing with the magic embedded in it. With this power, the brackern thrived in the Odyn Valley, protecting both creatures and crystals alike. Despite attacks from those looking to claim the primal magic, it seemed that nothing could get past the brackern's defenses. Nothing, that is, until the devastation of a Rune War.A vicious battle was fought near the Odyn Valley and the unleashed chaotic magic poisoned the crystals. The brackern began to grow sick and die, and no amount of defensive magic could reverse the effects. To avoid extinction, their only course was to hibernate underground until the wars stopped. The strongest, most intelligent brackern hibernated closer to the surface to awaken first and assess the world's condition for the return of their race. The recent mining operations and violent escalation in Kalamanda were enough to awaken the first of these vanguards. When Skarner burst to the surface, he lashed out in anger and confusion. Reason eventually won out over his anger when he realized that the agents of the League who found him were simply functionaries. Skarner was invited to the Institute of War to share the brackern's story. In return, the summoners told him about the history that his kind had slept through. Much had been done to curb the unchecked use of magic since the Rune Wars, but it was obvious that the world was not yet safe for his kind to reawaken. For now, however, there is a place where Skarner can use his power to change the world into one to which his kind could eventually return: the League of Legends.

"The humans have not yet learned to control their magic - what once was Kalamanda is now a crystal scar on the history of this world." ― Skarner

Greater Mark of Attack Speedare great choice, as they will increase your jungling speed and your passive will be used more often. greater mark of armor penetrationare also good option when you are going AD Skarner. These will increase you the damage you deal with your AA through whole game and help you ignore some of enemy's armor, since you won't get ArPen items. Greater Mark of Magic Penetrationare runes you'd want to take for AP Skarner, since you will be dealing more damage with your abilities. These are also helpful through whole game. greater mark of hybrid penetrationI have never used. But I assume they are also useful, since Skarner is dealing both physical and magic damage.

Greater Seal of Armorare needed for early sustain in jungle, as well as for early-mid game, against AD champions.

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There is not too much to explain here. I suggest going 0/21/9 masteries, as this can really help your early game tankiness. Skarner is rather squishy without items and this setup really helps him early game. In Defensive Tree take:

Smite - Absolutely a MUST HAVE spell. Crucial for early jungling and securing Baron Nashor or Dragon.

Flash - This spell provides you great utility. You can use it to escape enemies, by flashing over "walls", or to get in range for Impale, and many more. Keep in mind that you can't flash while your ult is active!

Ghost - An OK alternative instead of Flash. Gives you high MS boost and can be activated while Impale is active, giving you chance to pull your target more.

Exhaust - It's an OK spell to take instead of Flash when you want to secure those early ganks. Later it can be used to reduce potential of enemy champion in team fights. Still, you won't be able to escape if you get caught.

Abilities

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energize

Energize:

Basic attacks lower the cooldowns of Skarner's abilities by 1 second against champions and 0.5 seconds against non-champions.

Not too much to say about this passive. It will allow you spam your abilities often, whether you are jungling or fighting an enemy.

This is the ability that makes Skarner a good ganker even before level 6. It deals some nice damage and also keeps your target slowed as long as you want and increases damage dealt by Liandry's Torment. It also allows you to proc Sheen constantly during fights.

This ability grants you shield and bonus AS and MS while shield is active. Use it to chase an enemy, or escape from them, or even to prevent some damage. With Crystalline Exoskeleton active you will be able to reduce your CDs even more, due to bonus AS. Building more AP will increase your shield amount.

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Fracture:

Skarner summons a blast of crystalline energy which deals 80 / 120 / 160 / 200 / 240 (+70% of ability power) magic damage to enemies struck and marks them for 6 seconds. Any further damage dealt to marked targets by Skarner will allow him to consume the mark to heal himself for 30 / 45 / 60 / 75 / 90 (+30% of ability power) health. Subsequent marks consumed will heal for 50% of the last.

This ability allows to stay in jungle more and heals you for nice amount. If you built some AP items, both damage and heal will be stronger. Healing is also affected by Spirit Visage passive.

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Impale:

Skarner suppresses an enemy champion for 1.75 seconds and deals 100 / 150 / 200 (+50% of ability power) magic damage to it. During this time, Skarner can move freely and will drag his helpless victim around with him. When the effect ends, Skarner's target will be dealt the same amount of magic damage again.

This ability makes you even better ganker after you hit level 6. When you use it on enemy, you can actually move them around for a few seconds. Use it after enemy flashes away, to pull him back, or to prevent them to flash, or to keep your enemy under your turret if it's attacking them. It is vital to use Impale on right targets in team fights, to pervent them doing any damage.

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Ability Sequence

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18

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spaceCrystal slash is your main damaging ability, and as such it should be always maxed first, by level 9.
Crystalline exoskeleton is usually maxed second, as it gives you both offensive and defensive boosts, nice mix of shield and bonus MS and AS.
Fracture is not needed early, but you can take one point at level 4 if you want to.
Of course, Impale should be taken whenever you can, at levels 6, 11 and 16.

Jungling

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Skarner is a natural jungler. He can be successfully played as a solo top champion, but in jungle he is even better. His jungling speed is pretty fast, due to his Crystal Slash. He has nice sustain thanks to both Crystalline Exoskeleton and Fracture and he has ability to successfully gank even before level 6, due to slow from Crystal Slash.spaceBut, he is also very mana-hungry champion, and as such, he needs blue buff, at least for early jungling. If possible, take first two, or even three buffs for yourself, unless your mid really needs it.space
At the beginning, start with Hunter's Machete and five Health Potions. Alternatively, if you don't have armor runes (for some reason), start with Cloth Armor and 5 Health Potions. Ask your teammates to help you at wolf camp and blue buff as much as they can, so you can gank early. Here is Skarner's usual path:spacespaceWolves -> Blue Buff (Golem) -> Wraiths -> Gank mid lane (if possible) -> Double Golems -> Red Buff (Lizard) -> Gank (if needed, or there's opportunity)spacespace

spacespaceHere are paths for ganking, based on in which team you are. Generally, if you are in the BLUE team it will be easier to gank Top Lane, cause you can go through tri-bush and gank enemy from behind. If you are in the PURPLE team, you can do the same to enemy Bot Lane, just like it's shown on the map.spacespaceAlso, as a jungler, your job is to ward crucial locations on the map like Baron Nashor and Dragon. Here's map that shows where to put wards and how important that location is:spaceGREEN = It should be warded by someone else already, but put a ward if needed.Yellow = Can help you see where is enemy moving through jungle, but not necessary.ORANGE = It's advisable to put wards here in case you want to counter enemy jungler, to gain an advantage.RED = You should always have at least sight ward on these locations, as there are important team objectives.spacespace

About Tanky AD Skarner

spaceAD Skarner is really strong way to build him. I use this build most of the time, cause with it, his damage is really high after you get Sheen. Also, your Crystal Slash will hurt your enemies pretty much. Go this way when your team needs more physical (or hybrid) damage.Start with usual jungling item , Hunter's Machete, for increased damage to neutral monsters and faster jungle clearing. Farm and gank as much as you can and get your core items, Wriggle's Lantern and Sheen, as soon as you can and buy early Giant's Belt. Later in game upgrade Sheen to ether Trinity Force or Iceborn Gauntlet. After core items choose your next items from the list bellow:space

- Gives you AD and AP to boost you damage and bonus AS that stacks, so you can proc your passive more often. Also, it will grant you even more AS and bonus lifesteal and spellvamp if you wall bellow 50% HP.

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- Great item against against Burst AP champions (e.g. LeBlanc, Annie, etc.) as it will give you nice amount of magic resist, AD and two sweet passives. If you fall bellow 30% HP you will gain shield that blocks some magic damage. Also you will gain more AD the less HP you have, making you even stronger.

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- For more tankiness and some nice DoT I suggest taking it, especially if you need more armor. Synergizes well with Atma's Impaler.

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- This item provides you great amount of HP as well as high health regeneration. Like Sunfire Cape, it has great synergy with Atma's Impaler.

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- Great item for more HP, mana and, of course, magic resist. It also grants you spell shield every 25 seconds to help you against combo-based AP champions.

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- Awesome item to counter AS-dependent champions, like AD Carries. Grants you high amount of HP and armor.

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- I suggest taking it as you will have a TON of health and it will boost your AD greatly and give you even more critical chance and armor.

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- If you build more offensive than defensive items you will become even bigger threat to your enemies. They will probably focus you more so Guardian Angel is great choice to avoid dying.

After you reach full build

If you reach late game, and your build is fully finished, I suggest selling Wriggle's Lantern for ether Hextech Gunblade or Ravenous Hydra. Hextech is great for boosting both you AD and AP, as well as increasing your sustain. Also, you can take Hydra cause it will add splash damage to your AA, similar to Crystal Slash, which also applies lifesteal.

About Tanky AP Skarner

spaceAnother possible way to build Skarner is to build him like an Tanky AP character. I do not use this build very often, but it can be useful when your team is mainly AD and you need more magic damage. Also, you will have more sustain and you will rely on your abilities to deal damage. Go this way when your team lacks magic damage.
Start with usual jungling item and jungle as you normally would. Go rush Spirit of the Spectral Wraith for some nice bonus AP and spellvamp, which will increase your sustain. After you get it, go for Iceborn Gauntlet and boots (depending on enemy team] and choose items bellow:space

- Good item with nice stats. Gives you some AP, health and magic penetration, which will help you as your damage will mainly be magic. Also, passive is really handy when it comes to high-health targets. It will easily deal double damage as you can keep them slowed constantly.

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- Another nice items that provides nice amount of AP and magic resist, increasing both your damage output and survivability. It also gives you an aura that reduces all nearby enemies' magic resistance, which can help your team too.

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- Stats this item gives you can be very useful. Bonus AP makes you deal more damage, bonus HP makes you more tanky and it's passive makes your abilities slow your targets, although I do not find it necessary, so I'd rather take LT instead. Still this is viable item to take.

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- This cool item that gives you HP, magic resist and CDR. Also, its passive will increase all healing effects on you by 20%, making your already high sustain even higher, as your Fracture will heal you more.

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- Frozen Heart is really viable choice as it gives you bonus mana, armor and CDR. It has also a great passive that decreases AS of all nearby enemies by 20%, making them less dangerous in team fights.

About these items I already wrote in previous section (Tanky AD):

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About Tanky Support Skarner

spaceThis is one more way to build Skarner. Absolutely viable in almost all team compositions, but it's most efficient when your bot-lane support is not actually a full support (e.g. Lux, Nidalee, etc.). In that case you will be taking roles of support and tank, someone who can initiate a fight and still support his team with aura items.
Of course, start jungling as you usually would and rush Spirit of the Ancient Golem, Boots of Mobility and Sheen. Mercury's Treads are not really needed, cause SotAG already gives you tenacity and it DOES NOT stack with MT. Sheen will later be upgraded to ether Iceborn Gauntlet or Trinity Force (depending on your needs), and after that pick items from list bellow:space

- A great support item that gives you HP, CDR and health and mana regeneration, and an awesome active that can be used to ether initiate fight or escape an enemy.

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- Another great support item that gives you HP, armor and magic resist and makes your whole team tankier in team fights. It doesn't have to be upgraded from Aegis of the Legion until late game, or until it's needed, cause they both give same aura.

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zeke's herald

- This item gives you HP, CDR and bonus AD and lifesteal aura to your whole team. It's great to take when you want to deal more damage, as it will boost all AD champs in your team too.

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About items bellow I already wrote in previous sections:

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Summary

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That would be all from me this time, but I will be updating this guide whenever I can. =] Don't forget to vote and leave a comment whether you like this guide or not, and help me improve it!

League of Legends is a team based, real time strategy game set in a mythical world of swords & magic where epic battles decide the fate of mystical nations. Game players take on the role of a Summoner who conjures and controls champions to fight for them at the Institute of War. During game play champions gain experience and items to enhance their skills and abilities. How players develop and play their champions can be the difference between a crushing defeat or a glorious victory!